Man, Gremlin's not ending your turn on use AND being remote controlled makes support healing/aid so much more effective. In EW I only ever used supports for smoke during fights, and to heal up after fights; I almost never healed mid fight, was almost never worth losing an extra shot especially given I'd often have to make my support vulnerable by moving to the injured person or give up good flanking positions to fall back (Which also would force me to take a significantly impaired turn on the guy who was falling back--he'd have a much worse shot.)
Gremlins costing one action and not ending a turn, and remote function fixes all that. Super fucking powerful to heal someone then shoot or toss my specialist into overwatch to have her prevent flanking.
How potent are status effects later, stun, disorient ect? Wondering if I should take robotic hacking or the one that removes status effects. When you remove panic do you get that characters turn back? Status effect removal always seemed kind of week because you lost the removers turn and usually effects lasted one round anyway, and thus you didn't get a turn back by removing them. (Now at least, for sure, you don't lose the full turn from the remover).
Hacking robotics, I have a feeling, is going to be super powerful later--it's why I'm wondering if status effects are a massive PITA later.